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bubblesmcprather


Geeze. Missed the most recent page of everyone's actions.

 

Aberian Vourner
 
spacer.png

Aberian reacts as quickly as he can in his troubled rest and seeks higher ground for the group to escape to. After scrambling across the rocks, he shouts out in the wind, "We'd best move quickly while we can. The waters will rise quickly. I'll throw a rope down from above if I can find a good way out of the canyon." The worldwound hadn't produced anything quite so bizarre to date and once the rogue made his way to safety and lowered the rope for the others, he looked about to see what could have caused this strange weather.

 

 

IC-Actions

Seeking higher ground. Perception

Roll

Climbing up? climb check

Roll

Trying to identify a source of the weather changes. perception

roll

OOC

EDIT: seems liek something is funky with the second dice roll? Should be a 17 I think?

Stats/Conditions

[URL=/sheets/?id=1511321][B][SIZE=+1]Aberian Vourner[/SIZE][/B][/URL] Male CG Human Rogue 10 (Shadow Walker) M3, [B]Level[/B] 10, [B]Init[/B] 7, [B]HP[/B] 100/100, [B]Speed[/B] 30 ft [B]AC[/B] 23, [B]Touch[/B] 17, [B]Flat-footed[/B] 16, [B]CMD[/b] 26, [B]Fort[/B] 5, [B]Ref[/B] 18, [B]Will[/B] 5, [B]CMB[/B] +9/+4, [B]Base Attack Bonus[/B] 7/2 [B]Upon command extra 1d6 Cold damage +1 Frost Rapier [/B] 9/4 (1d6+1, 18-20/x2) [B] Dagger (with Aron) (5) [/B] 8/3 (1d4, 19-20/x2) [B]Bane (Evil Outsider) +1 Bane (Evil outsider) Shortbow, composite (+2 Strength) [/B] 14/9 (1d6+3, x3) [B]+5 competence bonus on Stealth checks +1 Shadow Mithral shirt[/B] (+5 Armor, +6 Dex, +1 Deflect) [B]Abilities[/B] Str 14, Dex 24, Con 12, Int 14, Wis 11, Cha 12 [B]Condition[/B] None [spoiler][B]Additional Information[/B] Expanded Sight (Su) [spoiler]At 1st level, a shadow walker gains darkvision with a range of 30 feet. If she already has darkvision, the range of her darkvision increases by 10 feet. When the shadow walker reaches 3rd level, and every 2 rogue levels thereafter, the range of her darkvision increases by 10 feet. Also at 3rd level, the shadow walker loses the light sensitivity weakness, if she has it. If she has light blindness, she instead treats it as light sensitivity. This ability replaces trapfinding.[/spoiler] Illumination Control (Sp) [spoiler]At 3rd level, a shadow walker can manipulate nearby illumination. At the start of each day, a shadow walker gains a number of illumination points equal to half her rogue level and can spend illumination points to use certain spell-like abilities. As long as she has at least 1 illumination point, she can cast light at will. She can spend 2 illumination points to cast darkness, and 3 illumination points to cast daylight, deeper darkness, or motes of dusk and dawn. These spell-like abilities have a caster level equal to the shadow walker’s rogue level. Using these spell-like abilities does not hamper the shadow walker’s vision; for example, she can see through the deeper darkness she creates, and does not take penalties for light sensitivity in the area of her own daylight. This ability replaces the rogue talent gained at 2nd level and trap sense.[/spoiler] Favored Illumination (Su) [spoiler]At 4th level, a shadow walker chooses one illumination level: bright light, normal light, dim light, or darkness (including supernatural darkness). While she is within her chosen illumination level, she gains a +2 bonus on initiative checks and Acrobatics, Perception, and Sleight of Hand skill checks, and can take 10 on any Stealth check attempted within that illumination level. When the shadow walker confirms a critical hit with a melee attack that deals sneak attack damage while in her chosen illumination level, she regains 1 illumination point (to a maximum of half her rogue level). Confirming a critical hit on a creature that has fewer Hit Dice than half the shadow walker’s character level doesn’t restore illumination points. When the shadow walker reaches 6th level, and every 3 rogue levels thereafter, the bonuses she gains within her chosen illumination level increase by 1. This ability replaces the rogue’s uncanny dodge and improved uncanny dodge.[/spoiler] Dirty Fighter [spoiler]When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.[/spoiler] Chance Encounter [spoiler]Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse.[/spoiler] Belt of Tumbling [spoiler]The belt’s wearer gains a +4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy’s space.[/spoiler] Vanishing Move [spoiler]As a swift action, you can make yourself invisible until the end of your turn. This effect ends if you do anything other than move. If you expend one use of mythic power when using this ability, it instead acts as greater invisibility using double your tier as your caster level.[/spoiler][/spoiler]
Aberian Vourner
Male CG Human Rogue 10 (Shadow Walker) M3, Level 10, Init 7, HP 100/100, Speed 30 ft
AC 23, Touch 17, Flat-footed 16, CMD 26, Fort 5, Ref 18, Will 5, CMB +9/+4, Base Attack Bonus 7/2
Upon command extra 1d6 Cold damage +1 Frost Rapier 9/4 (1d6+1, 18-20/x2)
Dagger (with Aron) (5) 8/3 (1d4, 19-20/x2)
Bane (Evil Outsider) +1 Bane (Evil outsider) Shortbow, composite (+2 Strength) 14/9 (1d6+3, x3)
+5 competence bonus on Stealth checks +1 Shadow Mithral shirt (+5 Armor, +6 Dex, +1 Deflect)
Abilities Str 14, Dex 24, Con 12, Int 14, Wis 11, Cha 12
Condition None

Spoiler

Additional Information
Expanded Sight (Su)

Spoiler

At 1st level, a shadow walker gains darkvision with a range of 30 feet. If she already has darkvision, the range of her darkvision increases by 10 feet.
When the shadow walker reaches 3rd level, and every 2 rogue levels thereafter, the range of her darkvision increases by 10 feet. Also at 3rd level, the shadow walker loses the light sensitivity weakness, if she has it. If she has light blindness, she instead treats it as light sensitivity.
This ability replaces trapfinding.



Illumination Control (Sp)

Spoiler

At 3rd level, a shadow walker can manipulate nearby illumination. At the start of each day, a shadow walker gains a number of illumination points equal to half her rogue level and can spend illumination points to use certain spell-like abilities. As long as she has at least 1 illumination point, she can cast light at will.
She can spend 2 illumination points to cast darkness, and 3 illumination points to cast daylight, deeper darkness, or motes of dusk and dawn. These spell-like abilities have a caster level equal to the shadow walker’s rogue level. Using these spell-like abilities does not hamper the shadow walker’s vision; for example, she can see through the deeper darkness she creates, and does not take penalties for light sensitivity in the area of her own daylight.
This ability replaces the rogue talent gained at 2nd level and trap sense.



Favored Illumination (Su)

Spoiler

At 4th level, a shadow walker chooses one illumination level: bright light, normal light, dim light, or darkness (including supernatural darkness). While she is within her chosen illumination level, she gains a +2 bonus on initiative checks and Acrobatics, Perception, and Sleight of Hand skill checks, and can take 10 on any Stealth check attempted within that illumination level.
When the shadow walker confirms a critical hit with a melee attack that deals sneak attack damage while in her chosen illumination level, she regains 1 illumination point (to a maximum of half her rogue level).
Confirming a critical hit on a creature that has fewer Hit Dice than half the shadow walker’s character level doesn’t restore illumination points. When the shadow walker reaches 6th level, and every 3 rogue levels thereafter, the bonuses she gains within her chosen illumination level increase by 1.
This ability replaces the rogue’s uncanny dodge and improved uncanny dodge.


Dirty Fighter

Spoiler

When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.



Chance Encounter

Spoiler

Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse.



Belt of Tumbling

Spoiler

The belt’s wearer gains a +4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy’s space.



Vanishing Move

Spoiler

As a swift action, you can make yourself invisible until the end of your turn. This effect ends if you do anything other than move. If you expend one use of mythic power when using this ability, it instead acts as greater invisibility using double your tier as your caster level.

 

 

 

 

 

 

Aberian Vourner
 
spacer.png

Aberian reacts as quickly as he can in his troubled rest and seeks higher ground for the group to escape to. After scrambling across the rocks, he shouts out in the wind, "We should be able to climb up here! I'll throw a rope down!" The worldwound hadn't produced anything quite so bizarre to date and once the rogue made his way to safety and lowered the rope for the others, he looked about to see what could have caused this strange weather.

 

 

IC-Actions

Seeking higher ground. Perception

Roll

Climbing up? climb check

Roll

Trying to identify a source of the weather changes. perception

roll

OOC

EDIT: seems liek something is funky with the second dice roll? Should be a 17 I think?

Stats/Conditions

[URL=/sheets/?id=1511321][B][SIZE=+1]Aberian Vourner[/SIZE][/B][/URL] Male CG Human Rogue 10 (Shadow Walker) M3, [B]Level[/B] 10, [B]Init[/B] 7, [B]HP[/B] 100/100, [B]Speed[/B] 30 ft [B]AC[/B] 23, [B]Touch[/B] 17, [B]Flat-footed[/B] 16, [B]CMD[/b] 26, [B]Fort[/B] 5, [B]Ref[/B] 18, [B]Will[/B] 5, [B]CMB[/B] +9/+4, [B]Base Attack Bonus[/B] 7/2 [B]Upon command extra 1d6 Cold damage +1 Frost Rapier [/B] 9/4 (1d6+1, 18-20/x2) [B] Dagger (with Aron) (5) [/B] 8/3 (1d4, 19-20/x2) [B]Bane (Evil Outsider) +1 Bane (Evil outsider) Shortbow, composite (+2 Strength) [/B] 14/9 (1d6+3, x3) [B]+5 competence bonus on Stealth checks +1 Shadow Mithral shirt[/B] (+5 Armor, +6 Dex, +1 Deflect) [B]Abilities[/B] Str 14, Dex 24, Con 12, Int 14, Wis 11, Cha 12 [B]Condition[/B] None [spoiler][B]Additional Information[/B] Expanded Sight (Su) [spoiler]At 1st level, a shadow walker gains darkvision with a range of 30 feet. If she already has darkvision, the range of her darkvision increases by 10 feet. When the shadow walker reaches 3rd level, and every 2 rogue levels thereafter, the range of her darkvision increases by 10 feet. Also at 3rd level, the shadow walker loses the light sensitivity weakness, if she has it. If she has light blindness, she instead treats it as light sensitivity. This ability replaces trapfinding.[/spoiler] Illumination Control (Sp) [spoiler]At 3rd level, a shadow walker can manipulate nearby illumination. At the start of each day, a shadow walker gains a number of illumination points equal to half her rogue level and can spend illumination points to use certain spell-like abilities. As long as she has at least 1 illumination point, she can cast light at will. She can spend 2 illumination points to cast darkness, and 3 illumination points to cast daylight, deeper darkness, or motes of dusk and dawn. These spell-like abilities have a caster level equal to the shadow walker’s rogue level. Using these spell-like abilities does not hamper the shadow walker’s vision; for example, she can see through the deeper darkness she creates, and does not take penalties for light sensitivity in the area of her own daylight. This ability replaces the rogue talent gained at 2nd level and trap sense.[/spoiler] Favored Illumination (Su) [spoiler]At 4th level, a shadow walker chooses one illumination level: bright light, normal light, dim light, or darkness (including supernatural darkness). While she is within her chosen illumination level, she gains a +2 bonus on initiative checks and Acrobatics, Perception, and Sleight of Hand skill checks, and can take 10 on any Stealth check attempted within that illumination level. When the shadow walker confirms a critical hit with a melee attack that deals sneak attack damage while in her chosen illumination level, she regains 1 illumination point (to a maximum of half her rogue level). Confirming a critical hit on a creature that has fewer Hit Dice than half the shadow walker’s character level doesn’t restore illumination points. When the shadow walker reaches 6th level, and every 3 rogue levels thereafter, the bonuses she gains within her chosen illumination level increase by 1. This ability replaces the rogue’s uncanny dodge and improved uncanny dodge.[/spoiler] Dirty Fighter [spoiler]When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.[/spoiler] Chance Encounter [spoiler]Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse.[/spoiler] Belt of Tumbling [spoiler]The belt’s wearer gains a +4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy’s space.[/spoiler] Vanishing Move [spoiler]As a swift action, you can make yourself invisible until the end of your turn. This effect ends if you do anything other than move. If you expend one use of mythic power when using this ability, it instead acts as greater invisibility using double your tier as your caster level.[/spoiler][/spoiler]
Aberian Vourner
Male CG Human Rogue 10 (Shadow Walker) M3, Level 10, Init 7, HP 100/100, Speed 30 ft
AC 23, Touch 17, Flat-footed 16, CMD 26, Fort 5, Ref 18, Will 5, CMB +9/+4, Base Attack Bonus 7/2
Upon command extra 1d6 Cold damage +1 Frost Rapier 9/4 (1d6+1, 18-20/x2)
Dagger (with Aron) (5) 8/3 (1d4, 19-20/x2)
Bane (Evil Outsider) +1 Bane (Evil outsider) Shortbow, composite (+2 Strength) 14/9 (1d6+3, x3)
+5 competence bonus on Stealth checks +1 Shadow Mithral shirt (+5 Armor, +6 Dex, +1 Deflect)
Abilities Str 14, Dex 24, Con 12, Int 14, Wis 11, Cha 12
Condition None

Spoiler

Additional Information
Expanded Sight (Su)

Spoiler

At 1st level, a shadow walker gains darkvision with a range of 30 feet. If she already has darkvision, the range of her darkvision increases by 10 feet.
When the shadow walker reaches 3rd level, and every 2 rogue levels thereafter, the range of her darkvision increases by 10 feet. Also at 3rd level, the shadow walker loses the light sensitivity weakness, if she has it. If she has light blindness, she instead treats it as light sensitivity.
This ability replaces trapfinding.



Illumination Control (Sp)

Spoiler

At 3rd level, a shadow walker can manipulate nearby illumination. At the start of each day, a shadow walker gains a number of illumination points equal to half her rogue level and can spend illumination points to use certain spell-like abilities. As long as she has at least 1 illumination point, she can cast light at will.
She can spend 2 illumination points to cast darkness, and 3 illumination points to cast daylight, deeper darkness, or motes of dusk and dawn. These spell-like abilities have a caster level equal to the shadow walker’s rogue level. Using these spell-like abilities does not hamper the shadow walker’s vision; for example, she can see through the deeper darkness she creates, and does not take penalties for light sensitivity in the area of her own daylight.
This ability replaces the rogue talent gained at 2nd level and trap sense.



Favored Illumination (Su)

Spoiler

At 4th level, a shadow walker chooses one illumination level: bright light, normal light, dim light, or darkness (including supernatural darkness). While she is within her chosen illumination level, she gains a +2 bonus on initiative checks and Acrobatics, Perception, and Sleight of Hand skill checks, and can take 10 on any Stealth check attempted within that illumination level.
When the shadow walker confirms a critical hit with a melee attack that deals sneak attack damage while in her chosen illumination level, she regains 1 illumination point (to a maximum of half her rogue level).
Confirming a critical hit on a creature that has fewer Hit Dice than half the shadow walker’s character level doesn’t restore illumination points. When the shadow walker reaches 6th level, and every 3 rogue levels thereafter, the bonuses she gains within her chosen illumination level increase by 1.
This ability replaces the rogue’s uncanny dodge and improved uncanny dodge.


Dirty Fighter

Spoiler

When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.



Chance Encounter

Spoiler

Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse.



Belt of Tumbling

Spoiler

The belt’s wearer gains a +4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy’s space.



Vanishing Move

Spoiler

As a swift action, you can make yourself invisible until the end of your turn. This effect ends if you do anything other than move. If you expend one use of mythic power when using this ability, it instead acts as greater invisibility using double your tier as your caster level.

 

 

 

 

 

 

Aberian Vourner
 
spacer.png

Aberian reacts as quickly as he can in his troubled rest and seeks higher ground for the group to escape to. After scrambling across the rocks, he shouts out in the wind, "We should be able to climb up here! I'll throw a rope down!" The worldwound hadn't produced anything quite so bizarre to date and once the rogue made his way to safety and lowered the rope for the others, he looked about to see what could have caused this strange weather.

 

 

IC-Actions

Seeking higher ground.

Roll

Climbing up?

Roll

Trying to identify a source of the weather changes

roll

OOC

EDIT: seems liek something is funky with the second dice roll? Should be a 17 I think?

Stats/Conditions

[URL=/sheets/?id=1511321][B][SIZE=+1]Aberian Vourner[/SIZE][/B][/URL] Male CG Human Rogue 10 (Shadow Walker) M3, [B]Level[/B] 10, [B]Init[/B] 7, [B]HP[/B] 100/100, [B]Speed[/B] 30 ft [B]AC[/B] 23, [B]Touch[/B] 17, [B]Flat-footed[/B] 16, [B]CMD[/b] 26, [B]Fort[/B] 5, [B]Ref[/B] 18, [B]Will[/B] 5, [B]CMB[/B] +9/+4, [B]Base Attack Bonus[/B] 7/2 [B]Upon command extra 1d6 Cold damage +1 Frost Rapier [/B] 9/4 (1d6+1, 18-20/x2) [B] Dagger (with Aron) (5) [/B] 8/3 (1d4, 19-20/x2) [B]Bane (Evil Outsider) +1 Bane (Evil outsider) Shortbow, composite (+2 Strength) [/B] 14/9 (1d6+3, x3) [B]+5 competence bonus on Stealth checks +1 Shadow Mithral shirt[/B] (+5 Armor, +6 Dex, +1 Deflect) [B]Abilities[/B] Str 14, Dex 24, Con 12, Int 14, Wis 11, Cha 12 [B]Condition[/B] None [spoiler][B]Additional Information[/B] Expanded Sight (Su) [spoiler]At 1st level, a shadow walker gains darkvision with a range of 30 feet. If she already has darkvision, the range of her darkvision increases by 10 feet. When the shadow walker reaches 3rd level, and every 2 rogue levels thereafter, the range of her darkvision increases by 10 feet. Also at 3rd level, the shadow walker loses the light sensitivity weakness, if she has it. If she has light blindness, she instead treats it as light sensitivity. This ability replaces trapfinding.[/spoiler] Illumination Control (Sp) [spoiler]At 3rd level, a shadow walker can manipulate nearby illumination. At the start of each day, a shadow walker gains a number of illumination points equal to half her rogue level and can spend illumination points to use certain spell-like abilities. As long as she has at least 1 illumination point, she can cast light at will. She can spend 2 illumination points to cast darkness, and 3 illumination points to cast daylight, deeper darkness, or motes of dusk and dawn. These spell-like abilities have a caster level equal to the shadow walker’s rogue level. Using these spell-like abilities does not hamper the shadow walker’s vision; for example, she can see through the deeper darkness she creates, and does not take penalties for light sensitivity in the area of her own daylight. This ability replaces the rogue talent gained at 2nd level and trap sense.[/spoiler] Favored Illumination (Su) [spoiler]At 4th level, a shadow walker chooses one illumination level: bright light, normal light, dim light, or darkness (including supernatural darkness). While she is within her chosen illumination level, she gains a +2 bonus on initiative checks and Acrobatics, Perception, and Sleight of Hand skill checks, and can take 10 on any Stealth check attempted within that illumination level. When the shadow walker confirms a critical hit with a melee attack that deals sneak attack damage while in her chosen illumination level, she regains 1 illumination point (to a maximum of half her rogue level). Confirming a critical hit on a creature that has fewer Hit Dice than half the shadow walker’s character level doesn’t restore illumination points. When the shadow walker reaches 6th level, and every 3 rogue levels thereafter, the bonuses she gains within her chosen illumination level increase by 1. This ability replaces the rogue’s uncanny dodge and improved uncanny dodge.[/spoiler] Dirty Fighter [spoiler]When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.[/spoiler] Chance Encounter [spoiler]Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse.[/spoiler] Belt of Tumbling [spoiler]The belt’s wearer gains a +4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy’s space.[/spoiler] Vanishing Move [spoiler]As a swift action, you can make yourself invisible until the end of your turn. This effect ends if you do anything other than move. If you expend one use of mythic power when using this ability, it instead acts as greater invisibility using double your tier as your caster level.[/spoiler][/spoiler]
Aberian Vourner
Male CG Human Rogue 10 (Shadow Walker) M3, Level 10, Init 7, HP 100/100, Speed 30 ft
AC 23, Touch 17, Flat-footed 16, CMD 26, Fort 5, Ref 18, Will 5, CMB +9/+4, Base Attack Bonus 7/2
Upon command extra 1d6 Cold damage +1 Frost Rapier 9/4 (1d6+1, 18-20/x2)
Dagger (with Aron) (5) 8/3 (1d4, 19-20/x2)
Bane (Evil Outsider) +1 Bane (Evil outsider) Shortbow, composite (+2 Strength) 14/9 (1d6+3, x3)
+5 competence bonus on Stealth checks +1 Shadow Mithral shirt (+5 Armor, +6 Dex, +1 Deflect)
Abilities Str 14, Dex 24, Con 12, Int 14, Wis 11, Cha 12
Condition None

Spoiler

Additional Information
Expanded Sight (Su)

Spoiler

At 1st level, a shadow walker gains darkvision with a range of 30 feet. If she already has darkvision, the range of her darkvision increases by 10 feet.
When the shadow walker reaches 3rd level, and every 2 rogue levels thereafter, the range of her darkvision increases by 10 feet. Also at 3rd level, the shadow walker loses the light sensitivity weakness, if she has it. If she has light blindness, she instead treats it as light sensitivity.
This ability replaces trapfinding.



Illumination Control (Sp)

Spoiler

At 3rd level, a shadow walker can manipulate nearby illumination. At the start of each day, a shadow walker gains a number of illumination points equal to half her rogue level and can spend illumination points to use certain spell-like abilities. As long as she has at least 1 illumination point, she can cast light at will.
She can spend 2 illumination points to cast darkness, and 3 illumination points to cast daylight, deeper darkness, or motes of dusk and dawn. These spell-like abilities have a caster level equal to the shadow walker’s rogue level. Using these spell-like abilities does not hamper the shadow walker’s vision; for example, she can see through the deeper darkness she creates, and does not take penalties for light sensitivity in the area of her own daylight.
This ability replaces the rogue talent gained at 2nd level and trap sense.



Favored Illumination (Su)

Spoiler

At 4th level, a shadow walker chooses one illumination level: bright light, normal light, dim light, or darkness (including supernatural darkness). While she is within her chosen illumination level, she gains a +2 bonus on initiative checks and Acrobatics, Perception, and Sleight of Hand skill checks, and can take 10 on any Stealth check attempted within that illumination level.
When the shadow walker confirms a critical hit with a melee attack that deals sneak attack damage while in her chosen illumination level, she regains 1 illumination point (to a maximum of half her rogue level).
Confirming a critical hit on a creature that has fewer Hit Dice than half the shadow walker’s character level doesn’t restore illumination points. When the shadow walker reaches 6th level, and every 3 rogue levels thereafter, the bonuses she gains within her chosen illumination level increase by 1.
This ability replaces the rogue’s uncanny dodge and improved uncanny dodge.


Dirty Fighter

Spoiler

When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.



Chance Encounter

Spoiler

Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse.



Belt of Tumbling

Spoiler

The belt’s wearer gains a +4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy’s space.



Vanishing Move

Spoiler

As a swift action, you can make yourself invisible until the end of your turn. This effect ends if you do anything other than move. If you expend one use of mythic power when using this ability, it instead acts as greater invisibility using double your tier as your caster level.

 

 

 

 

 

 

Aberian Vourner
 
spacer.png

Aberian reacts as quickly as he can in his troubled rest and seeks higher ground for the group to escape to. After scrambling across the rocks, he shouts out in the wind, "We should be able to climb up here! I'll throw a rope down!" The worldwound hadn't produced anything quite so bizarre to date and once the rogue made his way to safety and lowered the rope for the others, he looked about to see what could have caused this strange weather.

 

 

IC-Actions

Seeking higher ground.

Roll

Climbing up?

Roll

Trying to identify a source of the weather changes

roll

OOC

 

Stats/Conditions

[URL=/sheets/?id=1511321][B][SIZE=+1]Aberian Vourner[/SIZE][/B][/URL] Male CG Human Rogue 10 (Shadow Walker) M3, [B]Level[/B] 10, [B]Init[/B] 7, [B]HP[/B] 100/100, [B]Speed[/B] 30 ft [B]AC[/B] 23, [B]Touch[/B] 17, [B]Flat-footed[/B] 16, [B]CMD[/b] 26, [B]Fort[/B] 5, [B]Ref[/B] 18, [B]Will[/B] 5, [B]CMB[/B] +9/+4, [B]Base Attack Bonus[/B] 7/2 [B]Upon command extra 1d6 Cold damage +1 Frost Rapier [/B] 9/4 (1d6+1, 18-20/x2) [B] Dagger (with Aron) (5) [/B] 8/3 (1d4, 19-20/x2) [B]Bane (Evil Outsider) +1 Bane (Evil outsider) Shortbow, composite (+2 Strength) [/B] 14/9 (1d6+3, x3) [B]+5 competence bonus on Stealth checks +1 Shadow Mithral shirt[/B] (+5 Armor, +6 Dex, +1 Deflect) [B]Abilities[/B] Str 14, Dex 24, Con 12, Int 14, Wis 11, Cha 12 [B]Condition[/B] None [spoiler][B]Additional Information[/B] Expanded Sight (Su) [spoiler]At 1st level, a shadow walker gains darkvision with a range of 30 feet. If she already has darkvision, the range of her darkvision increases by 10 feet. When the shadow walker reaches 3rd level, and every 2 rogue levels thereafter, the range of her darkvision increases by 10 feet. Also at 3rd level, the shadow walker loses the light sensitivity weakness, if she has it. If she has light blindness, she instead treats it as light sensitivity. This ability replaces trapfinding.[/spoiler] Illumination Control (Sp) [spoiler]At 3rd level, a shadow walker can manipulate nearby illumination. At the start of each day, a shadow walker gains a number of illumination points equal to half her rogue level and can spend illumination points to use certain spell-like abilities. As long as she has at least 1 illumination point, she can cast light at will. She can spend 2 illumination points to cast darkness, and 3 illumination points to cast daylight, deeper darkness, or motes of dusk and dawn. These spell-like abilities have a caster level equal to the shadow walker’s rogue level. Using these spell-like abilities does not hamper the shadow walker’s vision; for example, she can see through the deeper darkness she creates, and does not take penalties for light sensitivity in the area of her own daylight. This ability replaces the rogue talent gained at 2nd level and trap sense.[/spoiler] Favored Illumination (Su) [spoiler]At 4th level, a shadow walker chooses one illumination level: bright light, normal light, dim light, or darkness (including supernatural darkness). While she is within her chosen illumination level, she gains a +2 bonus on initiative checks and Acrobatics, Perception, and Sleight of Hand skill checks, and can take 10 on any Stealth check attempted within that illumination level. When the shadow walker confirms a critical hit with a melee attack that deals sneak attack damage while in her chosen illumination level, she regains 1 illumination point (to a maximum of half her rogue level). Confirming a critical hit on a creature that has fewer Hit Dice than half the shadow walker’s character level doesn’t restore illumination points. When the shadow walker reaches 6th level, and every 3 rogue levels thereafter, the bonuses she gains within her chosen illumination level increase by 1. This ability replaces the rogue’s uncanny dodge and improved uncanny dodge.[/spoiler] Dirty Fighter [spoiler]When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.[/spoiler] Chance Encounter [spoiler]Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse.[/spoiler] Belt of Tumbling [spoiler]The belt’s wearer gains a +4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy’s space.[/spoiler] Vanishing Move [spoiler]As a swift action, you can make yourself invisible until the end of your turn. This effect ends if you do anything other than move. If you expend one use of mythic power when using this ability, it instead acts as greater invisibility using double your tier as your caster level.[/spoiler][/spoiler]
Aberian Vourner
Male CG Human Rogue 10 (Shadow Walker) M3, Level 10, Init 7, HP 100/100, Speed 30 ft
AC 23, Touch 17, Flat-footed 16, CMD 26, Fort 5, Ref 18, Will 5, CMB +9/+4, Base Attack Bonus 7/2
Upon command extra 1d6 Cold damage +1 Frost Rapier 9/4 (1d6+1, 18-20/x2)
Dagger (with Aron) (5) 8/3 (1d4, 19-20/x2)
Bane (Evil Outsider) +1 Bane (Evil outsider) Shortbow, composite (+2 Strength) 14/9 (1d6+3, x3)
+5 competence bonus on Stealth checks +1 Shadow Mithral shirt (+5 Armor, +6 Dex, +1 Deflect)
Abilities Str 14, Dex 24, Con 12, Int 14, Wis 11, Cha 12
Condition None

Spoiler

Additional Information
Expanded Sight (Su)

Spoiler

At 1st level, a shadow walker gains darkvision with a range of 30 feet. If she already has darkvision, the range of her darkvision increases by 10 feet.
When the shadow walker reaches 3rd level, and every 2 rogue levels thereafter, the range of her darkvision increases by 10 feet. Also at 3rd level, the shadow walker loses the light sensitivity weakness, if she has it. If she has light blindness, she instead treats it as light sensitivity.
This ability replaces trapfinding.



Illumination Control (Sp)

Spoiler

At 3rd level, a shadow walker can manipulate nearby illumination. At the start of each day, a shadow walker gains a number of illumination points equal to half her rogue level and can spend illumination points to use certain spell-like abilities. As long as she has at least 1 illumination point, she can cast light at will.
She can spend 2 illumination points to cast darkness, and 3 illumination points to cast daylight, deeper darkness, or motes of dusk and dawn. These spell-like abilities have a caster level equal to the shadow walker’s rogue level. Using these spell-like abilities does not hamper the shadow walker’s vision; for example, she can see through the deeper darkness she creates, and does not take penalties for light sensitivity in the area of her own daylight.
This ability replaces the rogue talent gained at 2nd level and trap sense.



Favored Illumination (Su)

Spoiler

At 4th level, a shadow walker chooses one illumination level: bright light, normal light, dim light, or darkness (including supernatural darkness). While she is within her chosen illumination level, she gains a +2 bonus on initiative checks and Acrobatics, Perception, and Sleight of Hand skill checks, and can take 10 on any Stealth check attempted within that illumination level.
When the shadow walker confirms a critical hit with a melee attack that deals sneak attack damage while in her chosen illumination level, she regains 1 illumination point (to a maximum of half her rogue level).
Confirming a critical hit on a creature that has fewer Hit Dice than half the shadow walker’s character level doesn’t restore illumination points. When the shadow walker reaches 6th level, and every 3 rogue levels thereafter, the bonuses she gains within her chosen illumination level increase by 1.
This ability replaces the rogue’s uncanny dodge and improved uncanny dodge.


Dirty Fighter

Spoiler

When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.



Chance Encounter

Spoiler

Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse.



Belt of Tumbling

Spoiler

The belt’s wearer gains a +4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy’s space.



Vanishing Move

Spoiler

As a swift action, you can make yourself invisible until the end of your turn. This effect ends if you do anything other than move. If you expend one use of mythic power when using this ability, it instead acts as greater invisibility using double your tier as your caster level.

 

 

 

 

 

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